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Showing content with the highest reputation on 2014-02-24 in all areas

  1. Is it possible to mod atlas to allow bigger map sizes without recompiling the whole project? I successfully used notepad to modify the size of a blank map but I would like to make a much larger version of a map from one of the random map scripts. I tried modifying the mapSize variable in the script but it throws an undetermined error in Atlas. Cheers, Le-roy
    1 point
  2. Have started making a massive map thanks to height-maps being able to create bigger-than-giant maps. EDIT: Most recent images posted @ 11:46pm 1st Feb
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  3. What would be nice is to have an idea of what you need for the game to be played at low, medium, high, very high, and ultra settings. But we need those options first.
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  4. It might perhaps be possible to implement streaming maps? (If that would be possible then virtually every map size should be possible with each map linked up to the other)
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  5. What kind of decisions will make this council ? What is the importance the dev will give to it are good questions. We should also make the link between the track and the forums.
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  6. I tried to animate the rotary mill to gain time before A16 will be released. Not looking as good as you X)
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  7. I'm done with this one. Okay so to sum up a little bit for those who will come after. Things to be very careful with : - Scale : When you export in 3dsmax, or in Blender make sure you keep the same scale. Otherwise, you won't see the props in game without looking really close to the ground. - Pivots : When switching from 3dsmax to blender you may notice that the links are not in the middle, that's because the pivot point in max was not in 0,0,0. - Links : All the dummies you use for props should be carefully children of the main object. In blender this is just drag and drop, and in max you will use the buttons to link them. Select all except the parent with you mouse and draw a link to the parent. You will see as much links as dummies, drop the link when you are on the parent. - Rotations : Be careful with rotations. In 3dsmax Z axis is height, while in the game it's Y. - Exportations : Make sure when you export a prop that you are not exporting the whole mesh, that may sound stupid, but since the game does not support multimesh you will get an error. Also, center your prop. Otherwise you will also get the offset. Theatron_Proped.7z
    1 point
  8. Made it a little bigger to fit 2 units. Textured following the first page reference, may have another variation in wood.
    1 point
  9. I have some VERY large trebuchets I made for my mod, that I thought might translate pretty well into the millennium mod. (once you get past the scaling issue) Animated and everything! cheers trebuchets.zip
    1 point
  10. Sure, I'd appreciate that.
    1 point
  11. Thanks all! These tips have helped gameplay. Hopefully new players can come here in the future and get better games, like I did. Any more tips, please add!
    1 point
  12. Why not use a non-breaking hyphen (U+2011)? It's supported by our fonts and won't break the word.
    1 point
  13. I think that the loading screen should be altered over having hoplites buffed (Considering swordsmen are meant to counter spearmen)
    1 point
  14. Merry Christmas 1000 A.D Team I gitf my first great render to you.
    1 point
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